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authorDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 12:02:06 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 13:47:50 +0000
commit1d77f1ca38f88b79a39b418fe3dc7899887d186a (patch)
tree03c59728039e1eaa56924d088a2b256f9a0cd2e0 /gfx/gl/shaders/networkCurve.tese
parentRename shader source in keeping with glsl expectations (diff)
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Tidy networkCurve shaders
Arrays for start/end position/angle, smaller centre position, dynamic segment count based on max error, calculate distance in tessellation evaluation, use start/end position directly to avoid rounding errors at joins. See https://schneide.blog/2025/05/21/calculating-the-number-of-segments-for-accurate-circle-rendering/
Diffstat (limited to 'gfx/gl/shaders/networkCurve.tese')
-rw-r--r--gfx/gl/shaders/networkCurve.tese31
1 files changed, 23 insertions, 8 deletions
diff --git a/gfx/gl/shaders/networkCurve.tese b/gfx/gl/shaders/networkCurve.tese
index a02503c..82e6a13 100644
--- a/gfx/gl/shaders/networkCurve.tese
+++ b/gfx/gl/shaders/networkCurve.tese
@@ -1,17 +1,22 @@
#version 460 core
+
layout(isolines, equal_spacing, cw) in;
-flat in ivec3 c_apos[];
-flat in ivec3 c_bpos[];
-flat in ivec3 c_cpos[];
+uniform ivec3 viewPoint;
+
+flat in ivec3 c_pos[][2];
+flat in ivec2 c_cpos[];
flat in float c_reps[];
-flat in float c_aangle[];
-flat in float c_bangle[];
+flat in float c_angles[][2];
flat in float c_radius[];
flat out ivec3 pos;
flat out mat2 rot;
flat out float tpos;
+flat out float dist;
+
+const float startTolerance = 1. / 200.;
+const float endTolerance = 1. - startTolerance;
mat2
getRot(float angle)
@@ -22,9 +27,19 @@ getRot(float angle)
void
main()
{
- float angle = mix(c_bangle[0], c_aangle[0], gl_TessCoord.x);
- int height = int(mix(c_bpos[0].z, c_apos[0].z, gl_TessCoord.x)) - c_cpos[0].z;
+ const float angle = mix(c_angles[0][1], c_angles[0][0], gl_TessCoord.x);
rot = getRot(angle);
+ if (gl_TessCoord.x < startTolerance) {
+ pos = c_pos[0][1];
+ }
+ else if (gl_TessCoord.x > endTolerance) {
+ pos = c_pos[0][0];
+ }
+ else {
+ const int height = int(mix(c_pos[0][1].z, c_pos[0][0].z, gl_TessCoord.x));
+ pos = ivec3(c_cpos[0] + ivec2(rot * vec2(c_radius[0], 0)), height);
+ }
+
tpos = c_reps[0] * gl_TessCoord.x;
- pos = c_cpos[0] + ivec3(rot * vec2(c_radius[0], 0), height);
+ dist = length(vec3(viewPoint - pos));
}